SOMEWHERE IN YORKSHIRE (ENGLAND) IN THE 1950s...
It was a rainy night. The rain tumbled past the window of the
Tweedy's farmhouse, obscuring Mr. Tweedy's view through his
binoculars as he tried to spy on his chickens. He had been spying
on them for several months now(a little bit every evening), and he
was convinced they were up to something. Even now, as he watched, a
chicken dashed between two sheds.
Mr Tweedy decided to go and have a look.
"Erm, love, I'm just going to go and check on the chickens". Mr
Tweedy said to his wife as he stood up.
Mrs Tweedy was a thin, evil woman who despised chickens. Their lack
of eggs were giving the farm miniscule profits. She was at a
typewriter, rattling off a letter.
"Fine." Mrs Tweedy barely looked up. Mr Tweedy pulled on his
wellies and walked out of the house.
The rain has eased off as Mr Tweedy had spoken to his wife, but the
ground was muddy. He squelched over to the kennels and got a dog
out, to keep him company as he patrolled.
With the dog by his side, Mr Tweedy began walking round the edge of
the chicken's compound.
MEANWHILE...
Ginger was trying to escape. She had tried lots of different
schemes, none of which had worked. This was currently plan 37G -
digging a tunnel. She had got out of Hut 17, where she lived,
earlier and was trying to sneak over to the area where she had
began digging a tunnel. She was about to run over to it when she
heard a steady squelching sound, getting nearer and nearer...
"Blast", Ginger muttered as Mr Tweedy walked past. She flattened
herself against Hut 1, in an attempt to make herself hard to
notice. It worked, as Mr Tweedy rounded the corner and headed
towards compound B. She waited until the sound died down, and then
ran towards the spoon. Squelch-squelch-squelch, her feet went
against the mud. The spoon had rusted a bit in the rain, but the
spoon was still there. Ginger picked it up and began tunnelling.
Suddenly - a growl was heard. The dog was running straight to her.
Mr Tweedy had heard the chicken's footsteps and had come back.
Ginger was trapped. She had nowhere to run, as the dog was nearly
upon her. Mr Tweedy was running after the dog, or at least, walking
a bit faster. The dog was in front of her now, breathing it's
smelly breath over her. Then, Mr Tweedy caught up with the dog.
He picked her up, frowned at her and walked towards the coal bunker
- where all chickens went if they had been misbehaving. The mud was
still making noises as the fat farmer walked to the bunker. Ginger
began clucking loudly, to get the other hen's attention. Sure
enough, 4 or 5 chickens came out of their homes to watch Ginger.
As Ginger watched them, Mr Tweedy used his free hand to lift the
coal bunker and then threw her in. As she landed in the coal, the
lid was clanged shut. Darkness descended.
Mr Tweedy then turned round and stomped back to the chickens, who
cowered. He then bellowed at them:
"Now let that be a lesson to the lot o' yer - no chicken escapes
from Tweedy's Farm!"

GINGER.
Ginger is the chicken with the plan. She's a young and idealistic
hen whose one goal in life is to help everyone escape from the
Tweedy's farm for a better life beyond the green and distant hills.
She pursues this goal with true grit and determination.

ROCKY.
Rocky is a sweet-talking American rooster who gets by in life on
his good looks and charm. Fun to be with, and the life and soul of
any party, he's the kind of guy everyone wants to have around.
Everyone likes him (but Ginger still has her doubts).

NICK AND FETCHER.
As in any locked-up compound, some items are very difficult to come
by and certain characters make a living by getting hold of what is
needed. Nick and Fletcher are two cockney rats who would sell their
own mothers for a profit. Nick is the leader, the tough negotiator;
Fetcher is his not-over-bright helper. They are sharp and
streetwise with the skills of pick-pockets and street vendors. This
fast talking double-act provide a valuable service for the hens(for
a price - obviously!). They're cunning crafty and good at slipping
in and out of the well-guarded compound unnoticed.

There are other characters, such as:
MAC.
Mac is the engineering brains of the outfit, the Maths genius who
works out the practicalities for all of Ginger's wild plans.
Totally trustworthy, she is always absorbed in her world of numbers
and calculations. Mac is Ginger's right hand hen in any escape
plan.

MRS TWEEDY.
Tweedy's Farm may have been in Mr Tweedy's family for generations,
but it's Mrs Tweedy who calls the shots these days. She is a cold
and humourless woman who longs to take the egg farm out of the
'dark ages' and into full-scale, automated chicken pie production,
that will make the Tweedys extremely rich. Strangely enough, she
hates everything about chickens and finds them extremely stupid and
incapable of thinking for themselves. If only she knew how wrong
she is...

MR TWEEDY.
Slow and oafish, Mr Tweedy is a simple man. He is convinced that
the chickens are up to something, but his domineering wife
convinces him that these silly notions are all in his head.

BABS.
As in all family films, there needs to be a stupid character to
laugh at. Well, in Chicken Run, Babs is that character. She fails
to understand that the chickens are trying to escape and instead
believes that they are trying to go on holiday (she even believes
that Ginger's time in the coal bunker is a holiday). For all her
faults, Babs has a heart of gold and if anything to do with sewing
or knitting is needed, Babs is the one to call. She is the one who
makes the crate's wings in the final act, and she knits together
the Mrs Tweedy costume.

BUNTY.
Babs' best friend, this fat hen is the expert on egg-laying. During
the final act, you need to collect Bunty's eggs to pay Nick and
Fetcher. Bunty herself is quite air-headed and thinks she is better
than everyone else.

FOWLER.
This staunt British cockerel considers his RAF days to be the best
of his life, and carries them on even today. He organises the hen's
positions that they take during roll-calls. Fowler hands you medals
during the course of the game, if you do well in the mini-games.
Fowler is also the one responsible for Ginger's idea of a flying
machine to escape.

The chicken coop area of the farm is divided into four sections,
separated by wooden fences. Each area has a gate so you can cross
from one section to another and each section contains four huts.
The rest of the farm surrounds the chicken coop area and includes
the Tweedy house, garden, egg room and various other buildings.
Mr and Mrs Tweedy are always lurking about the farmyard. Mrs Tweedy
stays around the farmhouse, but Mr Tweedy goes everywhere, to check
up on the chickens. Be careful that he doesn't spot Ginger (or the
other characters).
Dogs also patrol around. They are mainly in the coop, where they
patrol between the huts.
As you creep around the compound at night, certain areas are
brightly lit, and there are sometimes searchlights
criss-crossing the open ground. If you walk into these areas, the
dogs/Mr Tweedy will be alerted. They will go to see what the fuss
is about. You need to find a hiding place - if you stay in the
light, you'll be caught!
Remember that the dogs and the Tweedys will be able to notice you
sneaking about if you run over a noisy surface (such as gravel).
Tiptoe over these by holding R2.
You can pick items up by pressing []. The radar will beep as you
pass near an item and it will get more frantic the closer you get.

Press Triangle to access the inventory at any time.
You can mess around with items, view the map or look at the plans
here.

The Map -
When the game begins, Ginger does not know the complete layout of
Tweedy's Farm. To help Ginger in her escape plan, she will find
torn up pieces of a hand drawn escape plan, as she investigates the
farm. Pick up these pieces (stand close to it and press []) to
create a map, which will be handy for navigating around the farm.
Whilst in the inventory, O opens the map.

The Plans -
Pressing [] in the inventory lets you view the latest plans,
drawings and objectives. A box is next to items needed to be found.
Once one is found, a line appears in the box. Once this item has
been delivered to it's hut, another line appears, making a complete
cross in the box.

Items -
When you need to collect eggs for the rats, make sure there is
nothing else in your inventory, as you won't be able to hold the
eggs.
To select an item in the inventory, highlight it and press X. When
you exit the inventory, the character will have it equipped
(alternatively, press L2).
If you get caught, an item will be taken from you. The item taken
will be the one you last picked up, meaning you'll have to go and
retrieve it again. Be more careful this time!

ACT 1 - THE DOG CHASE.
Once you get the Mrs. Tweedy disguise, you'll enter a mini-game, in
which you have to run away from the dogs, whilst keeping your
balance and also freeing other chickens.
Use [] and O to keep your balance.
Use the d-pad/left analogue stick to control the direction of the
disguise.
Set other chickens free by passing in front of their coop doors.

ACT 2 - SPRING CHICKENS.
Use the catapult to lob the chickens over the fence. A pond on the
other side of the fence has objects floating in it. You'll need to
land the chickens on these to ensure their safety. Use the
left/right buttons to aim and up/down for power. Press X to launch!

ACT 2 - WEIGHT EXPECTATIONS.
Using the seesaw, launch the hens onto the mattress so they can
bounce to freedom. Unfortunately, the chickens holding the mattress
are a bit unsteady on their feet, so your aim will have to be good!
Use the left/right buttons to aim and up/down for power. Press X to
launch!

ACT 2 - FOWL SHOT.
The chickens have been strapped to fireworks! Fire them through
gaps that are being blown open and shut by the wind. Use the d-pad
to aim and use X to fire.

ACT 3 - CHICKEN WINGS.
Wings will have to be made using poles, fabric and a lot of
stitching. Sadly, the chickens are very scared, so you'll have to
encourage them by tapping the appropriate buttons. When they've
made their item, you must go to that work station to collect it, or
it will hit the floor and smash! Use the left/right buttons to
cycle through the various stations. Each work station is controlled
by different buttons.
To make the poles, tap T and [] quickly.
To make the cloth, tap T and X quickly.
To make the stitching, tap O and X quickly.

ACT 3 - POULTRY IN MOTION.
You need to get the engine running. Keep it well-oiled and pedal
the bike as fast as you can. Rocky is having a bath, however, and
you must keep blowing bubbles for him, or he'll stop you working!
Use left/right to cycle through the buttons.
To blow bubbles, tap X and O quickly.
To turn the bike, tap [] and O quickly.
To keep the oiler in operation, press [] and T button.

ACT 3 - HEN AT WORK.
You have to build the body of the crate, but using the tools is a
noisy business. Fortunately, Mr Tweedy is repairing the pie
machine, so, if you can use the same tools as him (at the same
time) he won't hear you. You can watch Mr Tweedy through the
binoculars. Use the d-pad to cycle through the worker chickens that
are using the different tools. Then tap out the pattern set out by
Mr Tweedy using the [], X and O buttons to use the tool.
This mini-game is similar to games like Bust-A-Move and Parappa the
Rapper, where you have to follow the on-screen instructions.

ACT 3 THE BUNTY EGGS-PRESS
Bunty can be found in Hut 2, where you can play this egg-laying
game. Use the directional buttons to cycle through the different
chicken chutes. Press O quickly to feed a chicken until it's bar
changes colour. Then wait for the egg to roll down the chute.
Whilst it rolls, try feeding another chicken. When the egg is near
the bottom of the chute, catch it by pressing X.

This guide is set out in a slightly different way to my other
guides, as I have provided a guide that details how to get stuff in
the best order. For instance, the Act 1 guide tells you how to get
each piece, when to get them, how to avoid the guards etc.
It's kinda difficult to explain, but you'll soon pick it up.
Now it's time for the part most of you probably clicked on the link
for.
That's right - it's time for the guide!

After speaking to Mac, you are given full control of Ginger.
Practice moving her around and getting used to the controls of the
game.
Once you exit the warmth and safety of Hut 17, you are in compound
A. Chickens aren't supposed to wander around, so a patrolling dog
will attack if you wander near him. Don't go near him. Practice
sneaking in this bit (flattening against walls, tiptoeing and
avoiding lit areas).
Several boxes of sprouts can be found lying around in this area,
along with a map piece.
You are required to find a butter knife and some broken shears in
this bit, so we'd better get them. The shears can be found in the
alleyway between Huts 1 and 2, leaning against Hut 1.
The old butter knife is located in Hut 16, where Babs lives. It's
near the door when you go in, on the right of the screen.
Once the two blades have been retrieved, take them back to Mac.
She'll knock up some wire cutters and you'll be debriefed on the
Mrs Tweedy Plan. Equip the wire cutters and go to the rusty fence
(indicated on the map-check by going into the inventory, then
pressing []). Press [] and Ginger will cut the fence.
The cut hole will be large enough for you to go into.

Once through, head west to the tractor (find which way west is by
checking the map). Beware the spotlight, the lit area and the
puddle. A box of sprouts can be found next to the tractor. Now run
up to the building. This is the egg-counting room. Creep along next
to this wall and you'll eventually reach an alley leading to the
door. When you see this alley, go down it. A map piece is lying on
the ground near the door. Pick it up and go out of the alley. Now
head east. You'll reach a set of steps (that go up northwards).
Climb these steps. Beware of Mrs
Tweedy - she comes in and out of the door, muttering to herself.
Stay on the steps until she comes out, wait until she turns her
back on you and dash up to the door. A box next to it has the
gloves on it; jump onto the box and get the gloves. Get off the box
and go along the ledge that is up in this area. At the end of this
ledge is a bonus picture. Get it. Now, leap off the ledge and head
towards the bunker. On one side of it, the poles are lying in a
heap, and on the other side there is a map piece.
Next to the map piece, there are some more steps. Climb them.
You'll be up on a ledge, again. Run along this and go down the
steps on the far side. Yes, I know there aren't any items up here,
but it is the safest way to go to avoid Mr Tweedy and the dog.
After going down the steps, go through the gateway into the
Tweedy's back garden. Mrs Tweedy occasionally looks at the garden
from through the window. Every time the light goes on, she is
looking. Go around the edge of the garden (furthest away from the
window) and pick up the sprouts in the corner. Carry on going
around and you'll eventually reach the back door. There is a light
above here, so if you go in it, there is a box opposite the door to
hide in. Get the boots from by the door and equip them. Now you are
in a welly, and pressing [] in it makes Ginger crouch down. Walk up
to the dress that is on the washing line and sit by the bricks that
support it. Wait until the light goes off and QUICKLY unequip the
boots, equip the wire cutters and then press Action. Ginger will
cut the rope, and the dress will tumble to the floor. Hide in the
boot again to ensure safety. Once the light goes off, unequip the
boots, pick up the dress and then leg it out of the back yard. Make
your way back to Hut 16 and hand the items over to Babs.
She'll make the disguise, and you'll then have to participate in a
mini-game (see section 1K for tips on doing this).

After succeeding in getting past the dogs, a (funny) FMV sequence
will play.
Afterwards, Ginger will tell Mac about her 3 new plans; a catapult,
a seesaw and a fireworks machine.
It's now day on Tweedy's Farm, and a few things have changed. There
are now 2 dogs patrolling compound A. Also, the Rocky poster is up
on Hut 17's wall.
Exit Hut 17, and go through the gap in the fence. Ginger will
encounter Rocky. After briefly speaking to him, you'll gain control
of him.
Go to the door next to where you got the map piece from. You need
to get in here. Go round the corner and hide in the cardboard box,
as Mrs Tweedy goes in and out of the egg-counting room. Wait until
she comes out, then turns round to go back in. Drop into step
behind her and stay behind her until she goes into the room. Wait a
second or two before going in - if you go in immediately after her,
she spots you. Once in the room, go over to the other side of the
room(so you are as far away from Mrs Tweedy as possible). When she
goes out, run over to the red box and push it along as far as it
goes, so that it is leaning against a wall. Use it to climb up to
the shelf. On here, you can find the cooking weights. Climb a
little further up and get the matches. Exit the egg-counting room.
Now, head towards the garden, using the ledge to your advantage.
You may want to collect the sprouts that have appeared where the
poles previously were.
In the garden, tiptoe over to where the boots where before. You
must tiptoe, as there is a sleeping dog. He has the racquet under
his paw, which is one of the items you need - don't worry, you'll
find out how to in a bit! If he is woken at any time duting this
part of the plan, you can use the cardboard box opposite the back
door to hide in. On your way, pick up the cord near the dog. Grab
the bone from it's bowl by the door and equip it. Tiptoe towards
the dog and, when you are fairly close, press []. Rocky will switch
the bone in his wing with the racquet. Smoooooth!!!
Now exit the garden, and return to Ginger. As her, take the matches
to Babs in Hut 16 and then go into compound B. In here, there is a
map piece by the gate, another in the NW corner, another in Hut 3,
the spoon in Hut 3, some sprouts in Hut 4 and Betty in Hut 15. Drop
in on your way past and give her the racquet and the cord.
Equip the spoon that you retrieved from Hut 3 and sneak to the SE
corner of compound B. Use the spoon on the darker-coloured earth
there. Ginger will tunnel through. In this part of the farm, you'll
meet Rocky again.
As Rocky, head left. You'll walk under a tower after a second or
two of walking - collect the pram from beneath it. Head W and get
the map piece from in front of the tunnel. Go through the tunnel.
Here, you need to get past the dogs and reach the far end, where
you can climb up into the barn. Sneak along and use the multitude
of boxes that are strewn about to hide inside. At the far end,
there is a bonus picture lying around in some weeds. Climb the
boxes nearby, and enter the barn through the window.
Once inside, climb the short flight of stairs and pick up the map
piece. Walk over to the hay bale and push it off the ledge you're
on. It'll fall and land on the barn floor below...right into a
groove. Leap down after it and push it along the groove it's in,
into a second. Push it along this one until it touches a crate.
Climb onto the crate and pick up the ladder hanging just above it.
Get off there and pick up the bonus picture that is on the ground
near you. Exit the barn by going through the small crack in the
door. Make your way back to the tower, near Ginger.
From here, go to the sacks on the east side of the yard. By
climbing them, you'll be able to get a map piece and a bonus
picture. There are also some sprouts on the floor, if you want to
get them. Use the sacks to jump into the barn window (get onto the
single one, jump onto the two next to it, jump to the two over the
aisle from them and then jump onto the crates in front of the
window).
In the barn, push the red-crate-on-wheels onto the tractor's
forklift. Climb into the seat and press the button there to start
the engine. Leap out and hit the button on the tractor's body. The
crate will be raised up. Use the boxes, tables and shelves to climb
up to the crate. Jump on it and run along it. Jump onto that shelf
and get the fireworks.

Return to Ginger. Go to Hut 15 and give Betty her stuff. Do the
Spring Chicken mini-game (see 1K for tips).
Now go into compound C. A map piece is in front of you when you
enter. There is also a picture in the NW corner. There is another
picture in Hut 6, yet another picture in Hut 12 and some brussel
sprouts in Hut 12. Once they've been got, go to Hut 11 and hand
over the goods. Do the Weight Expectations mini-game (see 1K for
help).
Return to compound A and give Babs the fireworks. Complete the Fowl
Shot mini-game (see 1K for details).
Once this has been done, the end-of-act screen will appear. You'll
now have a short, but fun, bit where you control Rocky, in an
attempt to rescue Ginger from the clutches of the Pie Machine.

After seeing another FMV sequence, you'll see Ginger discussing the
new plans with Mac.
Once you exit Hut 17, you'll discover that it is night again. This
is great - the darkness is good for sneaking.
Go to Hut 2. Play the Bunty Eggs-press game and get at least 6
eggs. If you get more you'll come out of the hut with 6 of them, as
you can only have 6 items in the inventory at any one time.
Go round to the Tweedy's back yard and go to the back door. Be
careful - there is a dog sleeping outside it's kennel, and there is
a light above the door. On the door, the dog-flap is open. Go
inside it to get into the Tweedy farmhouse.
You'll now meet Nick and Fetcher, the two rats, for the first time.
Ginger will pay them 6 eggs to retrieve some items from inside the
house. Once you end this conversation, you'll be in control of Nick
(the short, fat one). Go to the door (that leads to the dining
room) and get the gnome from near it. Now run to the stool and push
it over to the other side of it's groove. Now, switch to Fetcher,
by pressing O. As him, climb onto the stool using the jars near it.
Once on it, switch back to Nick. Push the stool all the way back
along. Switch to Fetcher and jump onto the shelf. Jump over the
sink, and use the table to get onto the shelf where the laundry is.
Go into the dining room.
There is a dog in here, who is pretty alert. To get past him, equip
the gnome and slowly creep past (the gnome works in the same way as
the boots). Unequip the gnome. Switch to Fetcher and creep up to
the curtain pulley thing (that opens and closes the curtains). Jump
onto it and he'll grab onto it. Switch back to Nick and jump onto
the one on the other side, using the small box to reach it. A
animation will show, showing Fetcher whizz up to the window. Pick
up the binoculars. Now comes some dodgy jumping.
Jump onto the armchair next to the window. Jump onto the chair's
arm and then leap onto the chair, that is next to the table. Jump
onto the table and then onto the shelf. Grab the picture from on
it. Then get onto the mantelpiece. Run along that then jump off it,
onto the desk. From the desk, jump onto the filing cabinet's lowest
open drawer. Climb up the filing cabinet and get the yarn from on
top of it.
Now, return to Ginger and return the items to her. Get out of the
yard and back into the chicken section. Be aware that, if you're
caught, the items will be returned to the place you got it from,
meaning the rats will ask another 6 eggs to get 1 item. Quite a
pain...
In the chicken's homes, go into compound D. In here, there is a map
piece in the centre, another in Hut 8, sprouts in Hut 8 and a
picture in Hut 9. Doris can be found in Hut 10 - give her the
binoculars on your way past. Pop into compound C and hand Cynthia
(in Hut 11) the laundry and the yarn. Return to Hut 2 and collect
another 6 eggs. Pay a visit to the barn where, as Rocky, you
previously got the ladder from (it's on the south side of the map).
You don't need to climb in though, you can just go in through the
door this time. In the barn, there is an open trapdoor. Go through
it and speak to the rats again (notice the famous movie
reference!). Give them the eggs and you'll take control of them
again, in an attempt to ruin Mr Tweedy's tractor.
Once you start, place Nick in the tractor's seat. Switch to Fetcher
and press the button on the wall. This releases the step-thing from
beneath it. Then, press the button on the tractor's outside to
lower the jack, which is holding it up. This obviously lowers it.
Switch back to Nick and press the button inside the tractor. It'll
accelerate, and hit the closed barn door. This'll cause the engine
to shoot out of it, onto the ground outside. After that little
incident, take the poles and the chain. Return to Ginger. While
they talk to Ginger, the engine gets taken by some chickens, so you
don't need to worry about getting that.
Exit the sewers. On the barn floor, there is another key item (some
wood) and some sprouts. Make your way back to compound B.
Hand Betty the chain - she is in Hut 15. She already has the
engine. Pay a visit to compound C and go to Hut 11, and hand over
the items. You'll have to do a mini-game, called Chicken Wings.
Once you've done that, go to Hut 10 in compound D and give Doris
the wood. Return to Hut 2 and collect 6 more eggs. Go to the egg-
counting room and push the 3 baskets around to form a series of
steps that you can get onto by using the shelves, like Rocky in Act

2. A box of sprouts can be found on the top shelf and a hole can be
jumped into, just beneath that shelf. This is an air vent, leading
to the pie machine. In here, you'll meet Nick and Fetcher. Pay them
the 6 eggs.
Once you take control of them, the oilcan is on the ground near
Ginger. The lower area, that runs down the centre, has a map piece
and a picture. The gears can be found near Mr Tweedy.
As Nick, climb up the pie machine and stand next to the button.
Switch to Fetcher and position him near the lower switch. Switch
back to Nick and press the button. The pie machine will leak gravy.
Mr Tweedy will go and see what all the commotion is about. Switch
to Fetcher and get the tools, that Mr Tweedy has left unguarded.
If you find this a bit difficult, I have been sent a solution on
how to get these bits by Dave H. Here's his explanation:
"The gears are the simpler of the two to get because it's closer to
the button on the ground. Have one rat push the button up on top,
immediately switch to the other rat who should be standing next to
the ground button. Immediately run forward when Tweedy moves toward
the leak and grab the gears; quickly run back to the ground button.
Now switch to the topside rat again and hit the button, switch to
the bottom rat and hit that button, and then immediately when
Tweedy moves toward the leak follow fairly closely behind until you
reach the tools. If Tweedy doesn't move far enough over the tools,
run back and repeat. Don't move too close to the tools, just keep
hitting the action button as you move closer until you pick them up
(You don't want to get near Tweedy or it's curtains for you). Then
immediately high tail it outta there. The idea behind this is that
when BOTH buttons are hit in succession, Tweedy moves to a
different leak on the far side of the machine, allowing you a
chance at the tools. This may be why some people are confused."
Go to Hut 15. Hand over the oilcan and complete the Poultry in
Motion mini-game. Once that has been completed, go to Hut 10 and
give Doris the gears and the tools. Do the Hen At Work mini-game.
Once that has been done, the end-of-act screen appears, giving you
the option to save.
Once you select 'Continue', you'll do the final boss - Mrs Tweedy.
I won't tell you what to do, but this is a pretty easy and very fun
mini-game.

There we are! The game's finished! Or is it....?
Once you've done Mrs Tweedy, the game isn't over yet. If you
haven't already, you need to retrieve all the bonus pictures.
If you view the movies in Hut 1, you'll notice a Bonus Ending
option. To open this, you need to get a Gold medal in all the mini-
games.
Once you unlock this ending (after AGES being spent on the
mini-games), the game is fully completed.